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Showing 11 - 20 results of 29 for Sundqvist

Guest editor commentary
...Sundqvist & Sylvén, 2012). Game-enhanced research shares the belief that by investigating how commercial digital games are used outside of class, and how they maybe adapted for learning purposes in ...

by Jonathon Reinhardt, Julie Sykes
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Digital Gaming and Language Learning: Autonomy and Community
...Sundqvist (2012) surveyed the extramural English activities enjoyed by 86 Swedish youths (aged 11–12) and found that playing digital games was more popular than watching TV or listening to music. An...

by Alice Chik
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning

Learners’ engagement on a social networking platform: An ecological analysis
...Sundqvist & Wikström, 2015). Learners were found to actively utilize a wide range of digital resources to construct out-of-class language learning experience (Lai et al., 2018; Sundqvist & Sylvén, 2...

by Boning Lyu, Chun Lai
in Volume 26 Number 1, 2022

Contextualized vocabulary learning
...Sundqvist & Sylvén, 2016). The learning experienced through frequent watching of videos, from gaming in the L2, or by way of other recreational or social activities, is incidental to the purpose of...

by R. Godwin-Jones
in Volume 22 Number 3, October 2018

Effects of digital game elements on engagement and vocabulary development
...undqvist’s (2019) findings on varied learner preferences. Following Sundqvist’s (2019) recommendations, we suggest that teachers assess students’ attitudes and experiences with DGBVL before integrat...

by Ruofei Zhang, Gary Cheng, Di Zou
in Volume 29 Number 1, 2025

Technique efficacy when using a student response system in the reading classroom
...Sundqvist & Sylvén, 2016; Yim, 2016) and students have a fear of being wrong or are too shy to respond to questions asked of them (Voelkel & Bennet, 2014; Wong, 2016). Such contexts lead to difficu...

by David Kent
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Announcements and news from our sponsors
...Sundqvist Yao-Ting Sung Tetyana Sydorenko Liss Kerstin Sylvén Dara Tafazoli Naoko Taguchi Alan Taylor Amy Thompson Ron Thomson Anna Turula Rose van der Zwaard Ilona Vandergriff Boris Vazqu...

in Volume 25 Number 1, February 2021 Special Issue: Big Data in Language Education & Research

Announcements and news from our sponsors
...Sundqvist Prof. Tetyana Sydorenko Dr. Julie Sykes Dr. Naoko Taguchi Mr. Chiachieh Tang Dr. Joshua Thoms Prof. Ron Thomson Dr. Constanza Tolosa Dr. Sheng-Shiang Tseng Prof. Vincenza Tudini Dr...

in Volume 24 Number 1, February 2020

Riding the digital wilds: Learner autonomy and informal language learning
...undqvist & Sylvén, 2016). Indeed, users, or learners of English, enthusiastically embraced pop culture as an avenue toward L2 development that was both entertaining and effective. The influence of...

by Robert Godwin-Jones
in Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds

Games in language learning: Opportunities and challenges
...Sundqvist & Sylvén, 2012). Certainly, one of the clear findings of game studies is that user training is mandated if there are likely to be novice users, particularly if the game offers some level o...

by Robert Godwin-Jones
in Volume 18 Number 2, June 2014 Special Issue: Game-informed L2 Teaching and Learning